Merge remote-tracking branch 'origin/master' into TCPConnections
# Conflicts: # src/Engine/Network/Client.cpp # src/Engine/Network/Server.cpp # src/Engine/Rendering/PickingPass.cpp # src/Game/Systems/PlayerSpawnSystem.cpp
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@@ -407,8 +407,9 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
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bool Client::OnPlayerDamage(const Events::PlayerDamage & e)
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{
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Packet packet(MessageType::OnPlayerDamage, m_SendPacketID);
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packet.WritePrimitive(m_ClientIDToServerID.at(e.Inflictor.ID));
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packet.WritePrimitive(m_ClientIDToServerID.at(e.Victim.ID));
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packet.WritePrimitive(e.Damage);
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packet.WritePrimitive(m_ClientIDToServerID.at(e.Player.ID));
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m_Reliable.Send(packet);
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return false;
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}
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@@ -335,8 +335,9 @@ void Server::disconnect(PlayerID playerID)
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void Server::parseOnPlayerDamage(Packet & packet)
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{
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Events::PlayerDamage e;
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e.Inflictor = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
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e.Victim = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
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e.Damage = packet.ReadPrimitive<double>();
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e.Player = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
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m_EventBroker->Publish(e);
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//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
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}
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